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Using the Xbox Kinect for Chronic TBI

Balance and Endurance Outcomes for Chronic TBI Using the Xbox Kinect

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT02889289
Enrollment
1
Registered
2016-09-05
Start date
2015-05-31
Completion date
2015-12-31
Last updated
2017-06-15

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Traumatic Brain Injury

Keywords

traumatic brain injury, virtual reality, Xbox kinect, balance

Brief summary

This study will evaluate the potential for improving balance for a single individual with a history of traumatic brain injury (TBI). The participant will engage in supervised therapy using commercial games on the Xbox Kinect. This study will also evaluate the viability of improving cardiovascular fitness using this intervention as well. The investigators hypothesize that balance improvements will occur and that using the Xbox Kinect is a viable way of improving cardiovascular fitness.

Detailed description

Various forms of virtual reality (VR) training have been recently used for rehabilitation of neurological impairments including postural stability and coordination. Virtual reality training has also been shown to increase motivation and attention through its use of novel goal-directed challenges. The Xbox Kinect gaming system allows the Veteran to perform challenging full-body and goal-oriented activities. Balance improvements using laboratory developed games have been demonstrated in those with a history of TBI. However, the investigators are specifically interested if improvements can be made using commercial games which can be utilized in physical therapy clinics more readily. Exercise gaming has been shown to provide adequate intensity exercise to improve heart health in the healthy population. However, such benefits have not yet been investigated using the Xbox Kinect for individuals with a history of TBI.

Interventions

OTHERXbox One Kinect Gaming

The Veteran completed 15 sessions of supervised VR training. Each session lasted between 50 and 60 minutes in total. The intervention utilized 2 commercially available Xbox One Kinect games called Shape Up and Kinect Sports: Rivals to challenge both cardiovascular and balance systems. Each game is composed of mini-games (MG). Each MG lasted between 1:30 minutes to 4:00 minutes. Both games were played for approximately 25 minutes during each session. Rest breaks were allowed as the participant required them. Guarding by a therapist was provided dependent on the challenge of the game and the participant's abilities.

Sponsors

Washington D.C. Veterans Affairs Medical Center
Lead SponsorFED

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
TREATMENT
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
18 Years to 65 Years
Healthy volunteers
No

Inclusion criteria

* A male or female Veteran participant must have sustained traumatic brain injury greater than 1 year prior to baseline assessments * Veteran will be between the ages of 18 and 65 years old

Exclusion criteria

* Veterans with any cardiac condition that may cause sudden decompensation during cardiovascular testing and training (e.g., severe congestive heart failure and uncontrolled hypertension) * If Veteran has a significant cardiac history (as defined by American College of Sports Medicine), physician approval will be acquired prior to cardiac stress tests * Veterans with a previous history of behavioral impairments (e.g., aggression or inappropriate actions) that would preclude participation in standard physical therapy * Veterans with lower extremity amputation * Veterans that exhibit greater than mild cognitive impairments as shown by a score 17/30 or less on the Montreal Cognitive Assessment (MoCA). * Veterans that are unable to stand unsupported for at least 2 minutes * Veterans that are unable to ambulate on treadmill with bilateral hand support

Design outcomes

Primary

MeasureTime frameDescription
Dynamic Gait Index (DGI)Changes from (Baseline) Weeks 1,2,3,4,6,13,14 to (Intervention) Weeks 1, 3, 4, 6, 8 and to (Retention) Weeks 1, 2, 3, 4, 5The DGI is a common clinical measure used to evaluate dynamic balance and coordination during a person's daily activities. This test was developed by Shumway-Cook and features 8-items which assess a person's ability to walk while turning their head, changing speed, and navigating obstacles. The DGI is scored from 0 to 24 where higher scores indicate higher dynamic balance function.

Secondary

MeasureTime frameDescription
Limits of Stability (LOS) - Directional Control(Baseline) Weeks 1,2,3,4,6,13,14; (Intervention) Weeks 1, 3, 4, 6, 8; (Retention) Weeks 1, 2, 3, 4, 5The LOS is performed on the NeuroCom Balance Manager. The LOS test is a goal-directed weight shifting task. The LOS-directional control measures the accuracy of an individual's movement of center of gravity during the task compared to a straight line. This is reported as a percentage without units.
Heart Rate at End of Mini-game(Intervention) 2 times per week for 8 weeksHeart rated recorded using heart monitor and chest strap at the end of each mini-game.
Heart Rate at Beginning of Mini-game(Intervention) 2 times per week for 8 weeksHeart rated recorded using heart monitor and chest strap at the beginning of each mini-game.

Other

MeasureTime frameDescription
Total Activity Time (TAT)(Intervention) 2 times per week for 8 weeksTAT is a measure of the total time that the Veteran will be participating in mini-game challenges during the 60 minute intervention session.
Time in Therapeutic Heart Rate Range (TTR)(Intervention) 2 times per week for 8 weeksTTR is the amount of time the Veteran spends within a target heart range of moderate to vigorous exercise prescribed as greater than 40% heart rate reserve.

Countries

United States

Participant flow

Recruitment details

One Veteran recruited from Polytrauma department of Washington DC VA Medical Center during April 2015.

Participants by arm

ArmCount
Xbox One Kinect Gaming
15 sessions of supervised physical therapy using 2 commercially available Xbox One Kinect game. Xbox One Kinect Gaming: The Veteran completed 15 sessions of supervised VR training. Each session lasted between 50 and 60 minutes in total. The intervention utilized 2 commercially available Xbox One Kinect games called Shape Up and Kinect Sports: Rivals to challenge both cardiovascular and balance systems. Each game is composed of mini-games (MG). Each MG lasted between 1:30 minutes to 4:00 minutes. Both games were played for approximately 25 minutes during each session. Rest breaks were allowed as the participant required them. Guarding by a therapist was provided dependent on the challenge of the game and the participant's abilities.
1
Total1

Baseline characteristics

CharacteristicXbox One Kinect Gaming
Age, Categorical
<=18 years
0 Participants
Age, Categorical
>=65 years
0 Participants
Age, Categorical
Between 18 and 65 years
1 Participants
Age, Continuous37 years
STANDARD_DEVIATION 0
Sex: Female, Male
Female
0 Participants
Sex: Female, Male
Male
1 Participants

Adverse events

Event typeEG000
affected / at risk
deaths
Total, all-cause mortality
— / —
other
Total, other adverse events
0 / 1
serious
Total, serious adverse events
0 / 1

Outcome results

Primary

Dynamic Gait Index (DGI)

The DGI is a common clinical measure used to evaluate dynamic balance and coordination during a person's daily activities. This test was developed by Shumway-Cook and features 8-items which assess a person's ability to walk while turning their head, changing speed, and navigating obstacles. The DGI is scored from 0 to 24 where higher scores indicate higher dynamic balance function.

Time frame: Changes from (Baseline) Weeks 1,2,3,4,6,13,14 to (Intervention) Weeks 1, 3, 4, 6, 8 and to (Retention) Weeks 1, 2, 3, 4, 5

ArmMeasureGroupValue (MEDIAN)Dispersion
Xbox One Kinect GamingDynamic Gait Index (DGI)Baseline12 units on a scaleStandard Deviation 0.38
Xbox One Kinect GamingDynamic Gait Index (DGI)Intervention17 units on a scaleStandard Deviation 2.28
Xbox One Kinect GamingDynamic Gait Index (DGI)Retention19 units on a scaleStandard Deviation 0
Secondary

Heart Rate at Beginning of Mini-game

Heart rated recorded using heart monitor and chest strap at the beginning of each mini-game.

Time frame: (Intervention) 2 times per week for 8 weeks

ArmMeasureGroupValue (MEAN)Dispersion
Xbox One Kinect GamingHeart Rate at Beginning of Mini-game1st 5 Interventions90.71 Heart beats per minuteStandard Deviation 13.41
Xbox One Kinect GamingHeart Rate at Beginning of Mini-game2nd 5 interventions87.79 Heart beats per minuteStandard Deviation 6.8
Xbox One Kinect GamingHeart Rate at Beginning of Mini-game3rd 5 interventions77.95 Heart beats per minuteStandard Deviation 5.99
Secondary

Heart Rate at End of Mini-game

Heart rated recorded using heart monitor and chest strap at the end of each mini-game.

Time frame: (Intervention) 2 times per week for 8 weeks

ArmMeasureGroupValue (MEAN)Dispersion
Xbox One Kinect GamingHeart Rate at End of Mini-game1st 5 Interventions109.13 Heart beats per minuteStandard Deviation 12.65
Xbox One Kinect GamingHeart Rate at End of Mini-game2nd 5 interventions102.09 Heart beats per minuteStandard Deviation 5.78
Xbox One Kinect GamingHeart Rate at End of Mini-game3rd 5 interventions92.87 Heart beats per minuteStandard Deviation 3.07
Secondary

Limits of Stability (LOS) - Directional Control

The LOS is performed on the NeuroCom Balance Manager. The LOS test is a goal-directed weight shifting task. The LOS-directional control measures the accuracy of an individual's movement of center of gravity during the task compared to a straight line. This is reported as a percentage without units.

Time frame: (Baseline) Weeks 1,2,3,4,6,13,14; (Intervention) Weeks 1, 3, 4, 6, 8; (Retention) Weeks 1, 2, 3, 4, 5

ArmMeasureGroupValue (MEDIAN)Dispersion
Xbox One Kinect GamingLimits of Stability (LOS) - Directional ControlBaseline65 percentage of accuracyStandard Deviation 4.64
Xbox One Kinect GamingLimits of Stability (LOS) - Directional ControlIntervention68 percentage of accuracyStandard Deviation 3.77
Xbox One Kinect GamingLimits of Stability (LOS) - Directional ControlRetention67 percentage of accuracyStandard Deviation 2.19
Other Pre-specified

Time in Therapeutic Heart Rate Range (TTR)

TTR is the amount of time the Veteran spends within a target heart range of moderate to vigorous exercise prescribed as greater than 40% heart rate reserve.

Time frame: (Intervention) 2 times per week for 8 weeks

ArmMeasureGroupValue (MEAN)Dispersion
Xbox One Kinect GamingTime in Therapeutic Heart Rate Range (TTR)1st 5 interventions48.87 MinutesStandard Deviation 7.68
Xbox One Kinect GamingTime in Therapeutic Heart Rate Range (TTR)2nd 5 interventions51.20 MinutesStandard Deviation 3.67
Xbox One Kinect GamingTime in Therapeutic Heart Rate Range (TTR)3rd 5 interventions38.33 MinutesStandard Deviation 9.78
Other Pre-specified

Total Activity Time (TAT)

TAT is a measure of the total time that the Veteran will be participating in mini-game challenges during the 60 minute intervention session.

Time frame: (Intervention) 2 times per week for 8 weeks

ArmMeasureGroupValue (MEAN)Dispersion
Xbox One Kinect GamingTotal Activity Time (TAT)1st 5 interventions27.13 MinutesStandard Deviation 2.58
Xbox One Kinect GamingTotal Activity Time (TAT)2nd 5 interventions32.85 MinutesStandard Deviation 1.9
Xbox One Kinect GamingTotal Activity Time (TAT)3rd 5 interventions30.5 MinutesStandard Deviation 2.82

Source: ClinicalTrials.gov · Data processed: Feb 26, 2026